I think I don't have the newest version of the Ethereal-Mod ... but there is the problem with the undersea plants that there is a box arround them. viewtopic.php?f=11&t=4627&start=125#p279692Has this problem already be solved? I think I saw that somebody did it for another mod.

Yes an airbubble does appear around the coral but once 0.5 is released I can use new drawtypes to remove these... The sea mod used a hack to do this but relies heavily on abm's which can cause lag on a busy server.

I noticed that some plants added by other mods are not being generated in worlds with ethereal mod.The cave flower from more plants will generate in caves, but none of the surface plants will, even on "default:desert_sand", "default:dirt_with_rainforest_litter" and "default:dirt_with_grass"Is it possible for a noob with notepad++ (me) to fix this by editing the Lua files? If so, wich pieces of text of wich files do I need to add/remove/change? If not, then would you like me to go around testing wich other mods are failing to generate plants when used on the same world as ethereal and report them here (so you can add more mod compatibility to future updates)?Sorry about my bad english.

TenPlus1 wrote:ethereal Clears the decorations on startup which will affect other mods.

I see... thank you!

I think you understood my question, but I've been paranoid about the possibility that you misunderstood something and felt offended by my comments: When I asked about being able to "fix" the generation, I was wondering if compatibility with other mods can be added by users or only by developers. My intention was to not request you to add things to ethereal that nobody else needs. So I'd like to apologize if I caused the impression that I meant to ask something else.PS: thanks for keeping this mod alive! And sorry for the long reply.

iDevMe wrote:Anybody had been noticing that there is TONS of Bamboo Biom? I found a huge mountain that goes about 500+ blocks up high, and has many healing trees.

Just like last map, there are too many bamboo and mushroom biomes (the two worst biomes happen to the two most common). I also found a snow mountain 200 high today with healing trees on it.

This is what an Ethereal map looks like today. The light green is bamboo:

The seed doesn't matter. Kilometres of bamboo like this in every direction is common in any v7 seed. In Carpathian flats it's miles of bamboo+swamp.

Is there any interest in adjusting Ethereal's biomes (I have some ideas - below), or is it to be kept stable now?

Unlike auouymous, I like the Mushroom biome, but I'm not fond of it being everywhere, and being so large. Dropping the humidity of Clearing to 56, and raising the humidity of Bamboo to 84 (numbers will make sense if viewed on a veronoi diagram) keeps everything else intact while having the Mushroom biomes surrender ground to Clearing. Here the mushroom biome is red, and the darkest green is jungle:

I don't think the areas taken over by invasive bamboo species can be simply fixed by small tweaks to the heat/humidity points though, I think what this is showing is that Ethereal has a lot of space available in its hot & humid regions for adding new biomes.

Since a lot of area would need to be covered, I imagine something pleasant and plain would be appropriate, but can I just mention what happens in the most extreme of the hottest most humid places, and throw something out there...

Wikipedia wrote:...with air temperatures reaching up to 58 °C (136 °F) at 90 to 99 percent humidity, people can only endure approximately ten minutes of exposure at a time...

I thought about attempting some crystalline lua mapgen code, then remembered how the Frost biome used plants - perhaps crystals could be better implemented the way trees are implemented? They both grow :D

Anyway, I don't know how interested Ethereal is with continuing to change the Biomes, and I'm new so take it all with a grain of salt.

All ideas are welcome for testing and best results may make it into the mod itself...

I was thinking of using the new floatlands for Ethereal biomes and leaving the current v7 biomes for ground level since a lot of work has gone into changing default biomes, but this would be a huge task.